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Game Design Theory / 3D Component-Based Entities

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TechLord
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Posted: 17th Feb 2008 10:13 Edited at: 25th Mar 2008 11:49
3D Component-Based Entities (for the lack of a better name) is my take on connecting smaller interchangeable 3D 'parts' to construct large full-bodied entities. An example of this, can be often seen in RPG w/ Character Creation or Racing Games w/ Car Customization.





Connecting Smaller Parts to assemble Larger Entities.




However, I want to take this a step further and employ this construction technique with every Entity in my MORG World to include Terrain/Water, Architecture/Structures, Props, Character/Monster, Armor, Weapons, Trees, Vehicles, Special Effects, etc.

I see a great deal of advantages to using such a system. However, perhaps I'm overlooking some disadvantages. Your opinions wanted.

Fluffy Paul
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Posted: 17th Feb 2008 14:13
I'm a big fan of separating stuff like 3D Models and their animations.

The downside is that you add complexity to all your projects. There may come a point where this complexity (which is another name for "extra code") could choke a CPU. That's a risk but you can test for it.

I think the most promising aspect of multi-part models is the idea of being able to separate those parts with some violence!

However I guess it's also cool to have a house model with interchangeable doors and chimneys and stuff.

Just how far are you thinking of taking this idea?
I mean, like how would you make a house?

Ending a sentence with a French word is so passé
tha_rami
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Posted: 17th Feb 2008 19:12
Kinda like in Evochron Renegades' shipyard, you mean?


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TechLord
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Posted: 18th Feb 2008 08:45
Quote: "Kinda like in Evochron Renegades' shipyard, you mean?"
Yes, or any other game that uses modular customization. But, I intend to abuse the concept even greater than Maxis' Spore.

Quote: "Just how far are you thinking of taking this idea? I mean, like how would you make a house?"

My goal is to employ modular construction for every visible entity in the game to include Terrain/Water, Structures, Props, Character/Monster, Armor, Weapons, Trees, Vehicles, Special Effects, etc. Building (Structures) construction could be comparable to that in FPS Creator, in which prefab sections are assembled together to create larger interiors.

Quote: "The downside is that you add complexity to all your projects. There may come a point where this complexity (which is another name for "extra code") could choke a CPU."
More complexity is True. However, I'm not sure how this construction method could choke a CPU, any more so than others. After all you reusing content, which in theory should provide some optimizations in load and run times.

IMO, Art asset generation is the most expensive aspect in 3D game production. I currently suck at it, thus, I desire to fully support user created content at every level of my MORG (Muliplayer Online Role-Playing Game). I aims to achieve this by placing emphasis on modelling smaller parts for entities -VS- modelling one large entity (ie: Monsters, etc). In theory, this should promote the rapid generation user made 3D Art Assets perhaps with even with greater detail.

You can practically breakdown every visible 3D entity into modular parts. In doing so, you can mix/match parts of the same type with different designs to produce a countless number of combinations. This method of construction just makes more sense in a MORG that requires a significant amount of content.

Quote: "I think the most promising aspect of multi-part models is the idea of being able to separate those parts with some violence!"
Agreed. Destruction can be even funner than creation! With 3D Component-Based Entities you can devise a system that allows the players target and destroy specific areas on characters, buildings, props, etc with different levels of damage impact.

In designing the 3D Component-Based Entity System, I'm seeking solutions to address: 1)Part Assembly Editor; 2)Creating seamless entities from interchangeable parts; 3)Enforcing Part Compatibility during assembly; 4)Definition File Format.

Numlock
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Posted: 26th Feb 2008 19:27
It would probably limit you to having to have lower detailed models. And you would have to be careful of it slowing down your game from such a large abundance of objects being loaded.
TechLord
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Posted: 3rd Mar 2008 09:08
Quote: "It would probably limit you to having to have lower detailed models. And you would have to be careful of it slowing down your game from such a large abundance of objects being loaded."
Please elaborate. Thanks.

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